Belichting en mist

Dit is een oudere versie handleiding. Beschikbare nieuwere handleidingen :
Active Worlds 4.1 in Frans Active Worlds 3.6 in Italiaans


Configureer belichting en mist in uw virtuele wereld


Toegang tot uw wereld opties

Licht en mist

Enable fog (Activer le brouillard) :
Activates the fog effect in your world.

Fog color (Couleur) :
Indicates the color of the fog.

Min / Max :
Minimum and Maximum distance of the fog, respectively from transparent to dense.
The maximum fog distance has to be configured even if you do not use the fog effect in your world. This allows to adjust the view distance (sight), or more precise the appearance of the horizon, the terrain object which doesn't appear at the horizon, or vage, at least that was the case with the AW browser version used at time of writing of these webpages.
If you notice an empty space at the horizon between your backdrop and the ground, it is likely that the maximum fog distance hasn't been set large enough.

Ambient light (Lumière d'ambiance) :
Allows to configure the color of the ambient light in your virtual world and will affect all RWX and COB objects present in your world and this from all sides.

Directional light (Lumière directionnelle) :
Allows to configure the color of the direction light.
This affects all RWX and COB objects present in your world, but the face which is in the direction towards this light. In other words, the directional light acts as a sun.

Postion X, Y, Z :
Expressed in vectors.
The X value configures the orientation of the light on the faces of the RWX and COB objects orientated east and west.
The X value configures the orientation of the light on the faces of the RWX and COB objects orientated north and south.
The X value configures the orientation of the light on the faces of the RWX and COB objects orientated top and bottom.
These values can be positive or negative, following the desired direction. For example, if you wish objects to shine light from top to bottom, the Y value will have to be negative. If you enter a positive value for Y, the light will shine from the bottom to top.

Light source texture (Lumière texture source - Light souce texture) :
You can add a texture to the light source of your world, for example a planete texture or a corona texture (or lens flare). This texture will take the ambient light color of the directional light of your world, (see above) and will be displayed in foreground of the first cloud layer and behind the second and third (if configured) cloud layers.
You will find a large collection of free textures with their masks, as well as corona textures (lens flare) at this website in the section "download" followed by Free textures.

Light source mask (Lumière mask source) :
Same as above if you would like to add a tansparency mask to your texture. To be noted that for the coronas - lens flare this is in general not needed.

Light source size (Taille de la lumière source) :
Size expressed in meters of the light source.
Acts also at the texture and mask (if any).
The maximum size of the light source is 1200 metres.

Draw light source in front (Afficher la lumière source en avant plan) :
Gives more contrast and brightness to the light source (as well as to the texture/mask, if any), passes it into foreground and thus always visible.

Light texture glow (Rayonnement de la texture source) :
Adds a radius to the applied texture to the light source.



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